varying vec2 vUv;
varying vec3 vPosition;

void main() {
	vec4 modelPosition = modelMatrix * vec4(position, 1.0f);

	vec4 viewPosition = viewMatrix * modelPosition;
	vec4 projectedPosition = projectionMatrix * viewPosition;

	gl_Position = projectedPosition;
	vUv = uv;
	vPosition = (modelMatrix * vec4(position, 1.0f)).xyz;
}
